I'd have to say when the first one came out we had massive fun for about 3 days, and then we were finished all 3 maps and into the endless clicking. By the end of the FIRST FA I hated them. This is why I've advocated for putting a shorter timeline for actually winning, but giving more time to just finish for the prizes, so say who wins the FA is decided in 3 days and the FA team score stops in 3 days and the pit stops, but the FA pages remain open for players to work at those pages. I think 6 days is too long for competition if you are inclined to compete.
And at this point, the rewards are just not worth tearing your city apart to make the room to compete.
Winning an FA is so much work and rearranging compared to anything in the game I think the top prize for the players in the winning FS should get 2500 ranking points, second place 1000 and 3rd 500, then 400, 300, 200, 150, 100, 80, 60, 40, 30, 20, 10, 5, 0... The ranking points to the FS is dumb.
But no question with a design overhaul that makes it playable and puts the competition into the strategy instead of the willingness to click would be nice.
2. Make interesting/fun end-game content
E.G. Fellowship adventures that are actually fun. This is a very very easy one- most players already enjoy the teamwork part and the planning etc, just the horrible clicking and lack of in-game tools make it garbage. The prizes have never been amazing and yet I believe we'd enjoy doing them if inno put in the tiniest bit of effort.
Tournaments could be fun too- reduce them to 1 encounter per province- make manual fighting viable for under 200 hours per week
I played other games that did these strategies and overall they were flops. The increased loading time to switch made playing them awful and usually there was limited things to do because they weren't that developed.
I've also played where they bring in a building to house other buildings, so you could have a manufacturing pod that holds 2 for the space of 1 and then can be expanded to hold extra for diamonds. It could also be a larger building say 6x6 or 7x7 or 6x8, 5x10 and then the numbers are just worked out for how much it holds and how much it can be expanded. This idea worked way better and it is like making the map bigger and you access your stuff with a popup instead of loading a whole different interface. You could have one for each level of manufacturers, one for residences, one for armories. Make them with room for 3, expandable to say 8, well, that's equivalent to 25 expansions to work with. Some could be unlocked with technology.
I still argue that the existence of Portals is the answer to how to make more room to expand into. If you embrace that concept then it's all about the details then. ( Portals go where? and to who? or to what time even? ) Someone told me in another thread that subways would be technologically out of place in Elvenar. Well, I suppose so, but only because they aren't needed since we have dimensional teleporters in the form of Portals. This could possibly be related to the Dweller in the Darkness idea if there was a Portal manifested if you were done with the latest Chapter that would allow going to the new Dwellers' Realm of Eternal Twilight or what have you. In fact, I believe Portals will ultimately be the salvation of Elvendar going forward, unless Inno's Devs decide to radically alter/expand the current city grid/environs.